Remove Collision Remove Lightmap Remove Localization
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.

Beta 106
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. The get_node() function also got syntactic sugar to obtain nodes in the local scene tree by writing less code, using the $ alias.

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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Those now come with support for attractors, collision , trails , sub-emitters and manual emission. This included adding new collision shapes, cylinder and heightmap , as well as re-implementing SoftBody nodes. Gui and Text.

Beta 52
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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

If a hash collision occurs then the elements will be chained in a linked-list kind of manner. If a collision occurs then the next free spot will be used. If a collision occurs then the next free spot will be used. This makes lookups more memory local. Done May 2018. enviroment relections. cubemap filtering. omni lights.

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